public BadFactionPlayer()
        {
            // Initialise the bad faction's characters
            foragerAI = null;
            forager = null;
            builderAI = null;
            builder = null;
            hiveAI = null;
            hive = null;
            barrackAI = null;
            barrack = null;
            depotAI = null;
            depot = null;

            // Set the computer's faction
            if (RTSFactionManager.Instance != null && RTSFactionManager.Instance.Factions.Count != 1)
                badFaction = RTSFactionManager.Instance.Factions[1].FactionType;

            // Initialise the opening strategy
            openingStrategy = OpeningStrategy().GetEnumerator();
            strategyIterator = 0;
            foragerStrategy = ForagerStrategy().GetEnumerator();
            foragerIterator = 0;
            // Initalise the first action
            currentAction = Action.Null;
        }
        // Identify the bad faction's entities
        private void IdentifyCharacters(LinkedList<Entity> mapChildren)
        {
            builderAI = null;
            builder = null;
            hiveAI = null;
            hive = null;
            barrackAI = null;
            barrack = null;
            depotAI = null;
            depot = null;

            // For each map entity
            foreach (Entity entity in mapChildren)
            {
                // Is this a GenericAntCharacter entity
                //GenericAntCharacter unit = entity as GenericAntCharacter;
                //RTSUnit rtsunit = entity as RTSUnit;
                if (entity.Type.Name == "ForagerAnt")
                {
                    ForagerAnt unit = entity as ForagerAnt;

                    if (unit != null)
                    {
                        if (unit.Intellect != null)
                        {
                            if (unit.Intellect.Faction == badFaction)
                            {
                               if (foragerAI == null)
                                {
                                    AntUnitAI intellect = unit.Intellect as AntUnitAI;
                                    if (intellect != null)
                                    {
                                        foragerAI = intellect;
                                        forager = unit;
                                    }
                                }
                            }
                        }
                    }

                }
                else if (entity.Type.Name == "BuilderAnt")
                {
                    GenericAntCharacter unit = entity as GenericAntCharacter;

                        if (unit != null)
                    {
                        if (unit.Intellect != null)
                        {
                            if (unit.Intellect.Faction == badFaction)
                            {
                                // Identify the builder ant if it has not already been found
                                if (builderAI == null)
                                {
                                    AntUnitAI intellect = unit.Intellect as AntUnitAI;
                                    if (intellect != null)
                                    {
                                        // Builder ant found
                                        builderAI = intellect;
                                        builder = unit;
                                    }
                                }

                            }
                        }
                    }
                }
                /*else if (entity.Type.Name == "RTSDepot")
                {
                    RTSMine mine = entity as RTSMine;
                    if (mine != null)
                    {
                        if (mine.Intellect != null)
                        {
                            if (mine.Intellect.Faction == badFaction)
                            {
                                if (depotAI == null)
                                {
                                    RTSBuildingAI intellect = mine.Intellect as RTSBuildingAI;
                                    if (intellect != null)
                                    {
                                        // barrack found
                                        depotAI = intellect;
                                        depot = mine;
                                        Log.Warning("depot = (RTSMine)building");
                                    }
                                }
                            }
                        }
                    }

                }*/
                else
                {
                    // Is this a RTSBuilding entity
                    RTSBuilding building = entity as RTSBuilding;
                    if (building != null)
                    {
                        if (building.Intellect != null)
                        {
                            if (building.Intellect.Faction == badFaction)
                            {
                                // Identify the hive if it has not already been found
                                if (hiveAI == null && building.Type.Name == "AntColmena")
                                {
                                    RTSBuildingAI intellect = building.Intellect as RTSBuildingAI;
                                    if (intellect != null)
                                    {
                                        // Hive found
                                        hiveAI = intellect;
                                        hive = building;
                                    }
                                }
                                // Identify the barracks if it has not already been found
                                else if (barrackAI == null && building.Type.Name == "AntBarrack")
                                {
                                    RTSBuildingAI intellect = building.Intellect as RTSBuildingAI;
                                    if (intellect != null)
                                    {
                                        // barrack found
                                        barrackAI = intellect;
                                        barrack = building;
                                    }
                                }

                            }
                        }
                    }
                }
            }
        }